Much of the Ideology stuff is asked for right at the start, but technology/supplies are not available for many hours to do the stuff they want. At the beginning of the game this means your ideology is largely a liability, not a benefit. You will grow into these benefits as you unlock tech.
Your colonists want special hats and big temples and ritual scarification the second they land, but you won't have the ability to make them for a long time. Prepare for long periods of negative debuff and a bunch of messages saying "so-and-so expects ritual scarification" or whatnot.
Don't choose to venerate trees if you want to cut down "a few trees." Mental breaks on day 2 are not really easy to survive!
There's a lot of ideology message spam. I think this is ok, but I was surprised to see the sidebar filled with stuff from the DLC, since normally the beginning is super chill.
I don't dislike it, but a newer player would be completely overwhelmed by all this additional pressure at the start.
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